class IsometricGameInfo extends GameInfo;
var zombiePawn botSpawned [10];
var bool bIsZombie;
var array< class<Inventory> >	DefaultInventory;
simulated event PostBeginPlay()
{

	super.PostBeginPlay();

}

/*function Pawn SpawnDefaultPawnFor(Controller NewPlayer, NavigationPoint StartSpot)
{
	local Pawn ResultPawn;

	ResultPawn = super.SpawnDefaultPawnFor(NewPlayer, StartSpot);

	`Log("BLARGH");
	botSpawned[0] = Spawn(class 'zombiePawn',,, StartSpot.Location - vect(100,0,0), StartSpot.Rotation);
	botSpawned[1]= Spawn(class 'zombiePawn',,, StartSpot.Location - vect(0,100,0), StartSpot.Rotation);
	botSpawned[2] = Spawn(class 'zombiePawn',,, StartSpot.Location - vect(-100,0,0), StartSpot.Rotation);
	return ResultPawn;
}*/
function vector SpawnPoint(int type){
  local vector SpawnPoint;
  SpawnPoint=vect(0,0,0);
//arrays of potential spawn points for humans and zombies
//random integer generator to pick a spawn point and check it's not occupied
//assign SpawnPoint
return SpawnPoint;
}
function SpawnZombiePawn(Vector spawnspot){
local Pawn ResultPawn;
           `Log("Zombie Spawned");
           if(ResultPawn != none)
	{
//		PlayerSpawned(spawnspot);
	}
}
function AddDefaultInventory( pawn PlayerPawn )
{
	local int i;

	// may give the physics gun to non-bots

	for (i=0; i<DefaultInventory.Length; i++)
	{
		// Ensure we don't give duplicate items
		if (PlayerPawn.FindInventoryType( DefaultInventory[i] ) == None)
		{
			// Only activate the first weapon
			PlayerPawn.CreateInventory(DefaultInventory[i], (i > 0));
		}
	}

	PlayerPawn.AddDefaultInventory();
}
DefaultProperties
{
	bDelayedStart=false
	HUDType=class'IsoTut.FinalHUD'
	PlayerControllerClass=class'IsoTut.IsometricGamePlayerController'
	DefaultPawnClass=class'IsoTut.MyPawn'
	DefaultInventory(0)=class'UTWeap_LinkGun'

}
